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Tópico: Oculus Rift

  1. #196
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus Home Sales Are Final – Despite EU Law


    Buying the Oculus Rift is something that’s been stuck with its own issues recently, but I guess that is to be expected of any major hardware launch. However, it seems there’s a bit of a legal grey area buying content for the Rift, especially for those of us who live within the EU. Oculus Home, the digital store for supplying VR-ready titles, has declared that “all sales are final” when it comes to their refund policy.
    So what does this mean? Well, if you buy a game, good luck getting your money back if you’re unhappy with the purchase and while for many, this won’t be an issue, it does fly in the face of laws in the EU that give consumers a right to a refund. The terms state that “All software purchases from the Oculus Store are final, and unless required by local law, no refunds will be provided.” and it’s that last part that causes problems, as the Oculus ToS section 4.11 states that “if you are located in the EU, you consent that the supply of the digital content may begin immediately following the completion of your purchase and you acknowledge that you therefore will lose any statutory rights you may have to withdraw and receive a refund.”
    European Consumer Rights directives state that you have a 14-day cooling off period for any digital goods purchased, but you won’t get that right if you accept the terms of Oculus Home. Of course, Oculus aren’t the only ones doing this and even Valve walk a fine line here. However, Stream does offer a system for refunds that’s relatively in-line with the law, albeit it’s a fairly new feature to their service.
    Oculus Home is already shutting out consumers from using other stores, such as Steam, to purchase their VR games, and they’re offering stricter ToS on top, not what I would call consumer-friendly at all and something we hope they improve on soon.
    Noticia:
    http://www.eteknix.com/oculus-home-s...espite-eu-law/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #197
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus VR responds to privacy concerns

    Oculus VR has responded to concerns about its end-user licence agreement, claiming it doesn't share data with corporate overlord Facebook - yet, anyway.

    Oculus VR has responded to privacy concerns surrounding the terms and conditions for its software - without which its Oculus Rift virtual reality headset simply won't work - by denying any information sharing with owner Facebook.

    When the Oculus Rift Consumer Version 1 (CV1) hardware launched, it came with a new set of software from Oculus VR. This software included a lengthy end-user licence agreement, acceptance of which is a condition of using the software - and by extension the hardware driven by said software. Many users raised concerns about the potential privacy implications of certain sections of boilerplate - including the possibility that Oculus VR would transfer personal information, including the software you use and how you interact with environments and objects within virtual reality, to its corporate overlord Facebook for marketing purposes.

    Speaking to UploadVR, Oculus VR has played down these concerns - beginning with a blanket denial that any data is being shared with Facebook. 'Facebook owns Oculus and helps run some Oculus services, such as elements of our infrastructure,' a spokesperson told the site, 'but we’re not sharing information with Facebook at this time. We don’t have advertising yet and Facebook is not using Oculus data for advertising - though these are things we may consider in the future.'

    The company also defended the information it gathers on its users, stating that 'one thing we may do is use information to improve our services and to make sure everything is working properly — such as checking device stability and addressing technical issues to improve the overall experience.'
    Noticia:
    http://www.bit-tech.net/news/hardwar...acy-concerns/1
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  3. #198
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    VR Lens Lab now offering prescription lenses for Rift, Vive

    Although both the Oculus Rift and HTC Vive have enough space to wear glasses while the headset is mounted on your face, it isn’t an ideal solution. Some have reported the headsets tearing the glasses from their face and others just don’t like the larger gap between screen and eye. Fortunately VR Lens Lab is here to help, with prescription lenses that can be fitted to either major headset.
    VR Lens Lab is a collaboration between VR Cover – the guys who made the washable covers for Rift and Vive – and Gauss Eyewear and together they’ve produced clip on frames for the HTC Vive and Oculus Rift, with plans to offer prescription lenses in the near future.
    Unveiled on Kickstarter yesterday, it’s already eclipsed more than 300 per cent of its original goal of just 5,000 euros. While VR Lens Lab has said they would offer a prescription lens now, due to Kickstarter terms of use, that’s not possible during the campaign. For now, backers can order the lens frames for as little as 19 euros (£15) or protective lenses to prevent scratches from 39 euros (£31).




    Another option for glasses wearers, will be to order the lenses from their local optician, as VR Lens Lab will provide all necessary information required to procure them. Prescriptions from +6.00 dpt right through -6.00 dpt are supported, so the whole gamut is covered.
    It may even be possible to put together lens frames designed for a more powerful prescription, but for that VR Lens Lab asks that you get in touch for a custom quote.
    Noticia:
    http://www.kitguru.net/components/vr/jon-martindale/vr-lens-lab-now-offering-prescription-lenses-for-rift-vive/










    Senator Al Franken Says Rift Privacy Policy Is No Laughing Matter And Wants A Formal Response From Oculus

    Former Saturday Night Live comedian and current U.S. Senator Al Franken (D-MN) has some concerns with the Oculus Rift's privacy policy and whether or not all the data collection taking place is truly necessary for the VR headset to function. He jotted those concerns down in an open letter to Oculus CEO Brenden Iribe and requested that he respond by May 13, 2016.

    "When done appropriately, the collection, storage, and sharing of personal information may enhance consumers' virtual reality experience, but we must ensure that Americans very sensitive information is protected," Franken wrote in his letter.


    The Rift's privacy policy has come under scrutiny now that headsets have begun shipping out to consumers. There's quite a bit of rhetoric contained in the Rift's terms and conditions that has some people feeling uneasy, such as the sharing of information about consumers' physical movements and dimensions, along with location data, with third-party outfits "within the family of related companies that Oculus is a part of."

    Here's the list of questions Franken wants Iribe to address by next month:
    1. Oculus has stated that it automatically collects users' location information. Is this collection necessary for Oculus to provide services? Are there any other purposes for which Oculus collects this information? Does Oculus share this information with third parties, including its "related companies", for any other purpose than the provision of services?

    2. Oculus has stated that it automatically collects users' physical movements and dimensions. Is this collection necessary for Oculus to provide services? Are there any other purposes for which Oculus collects this information? Does Oculus share this information with third parties, including its "related companies", for any other purpose than the provision of services?

    3. Oculus has indicated that it stores communications among Oculus users and any information associated with such communications. Is this retention necessary for the provision of services? And for how long will Oculus retain the data?

    4. Given that the data-sharing relationship between Oculus and its related companies is not readily apparent to Oculus' customers, in your view, which company is responsible for providing information about this relationship to consumers? Which company is responsible for providing security information to consumers?

    5. Oculus has indicated that it shares de-identified and aggregate data with others for any puipose. Does Oculus currently sell this information to third parties? Can you specify the purposes for which you d share or sell such data?

    6. Oculus s privacy statement provides the following with respect to information security: "[N]o data transmission or storage can be guaranteed to be 100% secure. As a result, while we strive to protect the information we maintain, we cannot guarantee or warrant the security of any information you disclose or transmit to our Services and cannot be responsible for the theft, destruction, or inadvertent disclosure of information." What precautions does Oculus currently have in place to ensure the security of consumers' data?
    Oculus is owned by Facebook, the world's largest social network, and some of the data collection seems to be more suited for a social service than a VR headset. In a recent email to UploadVR, Oculus addressed some of the concerns that have been brought up.


    "Facebook owns Oculus and helps run some Oculus services, such as elements of our infrastructure, but we’re not sharing information with Facebook at this time. We don’t have advertising yet and Facebook is not using Oculus data for advertising," Oculus said.

    Oculus also indicated that it's trying to "create the absolute best VR experience for people," and that the data it's collecting is used for that purpose.

    Noticia:
    http://hothardware.com/news/senator-...JLcQvfCv2fL.99


    Última edição de Jorge-Vieira : 08-04-16 às 20:18
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #199
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    You Can Use Vive And Rift Simultaneously On One PC (Updated)

    The long awaited Oculus Rift and HTC Vive VR HMDs are finally starting to arrive in customer’s hands (despite some shipping setbacks), and people are starting to experiment with them.
    One such experiment came from Reddit user Zimtok5. He demonstrated in a video clip that he was able to set up his HTC Vive and Oculus Rift DK2 on the same PC and run two separate games at the same time.




    Rift Vive
    The PC that he used to test this is an Intel Core i7 4790K paired with two MSI GTX 970 Gaming 4G graphics cards, which provide an additional HDMI output. With the extra HDMI output, Zimtok5 was able to plug in his Vive and Rift at the same time, and because the games for the Vive and the Rift launch from different portals (Steam vs Oculus Home, respectively), the games for each can be started without interfering with the other.
    SLI? Not So Much

    We didn’t want to take Zimtok5’s word for it, so we decided to try running the same test with our Oculus Rift and HTC Vive hardware. We used our standard test system: Intel Core i7-5930K with 16GB of Crucial Balistix DDR4 memory and an MSI X99S Xpower AC motherboard. We first tried to replicate this idea using two GTX 980Ti cards in SLI, a ZOTAC GTX 980Ti AMP! Extreme and a Gigabyte GTX 980Ti Extreme Gaming.
    Unfortunately, we were unable to get either HMD to initialize while plugged into the second GPU. The Oculus Home software would not detect the Rift if it was plugged into the second card. Steam VR detected the Vive, but it failed to initialize the compositor unless it was plugged into GPU1.
    We were still able to make both HMDs work at the same time, but the second GPU never actually came into play. In order for the Vive and Rift to work at the same time, we had to use the optional Mini-DP port on the Vive’s link box. This allowed us to attach both HMDs to the first graphics card. To be clear: We were running both HMDs off of a single system and a single GPU.

    Oculus Home First, Then SteamVR

    With the Vive plugged into a DisplayPort output, SteamVR was still detecting the Rift first, and without a toggle switch in SteamVR to select the HMD you want, we had to find a workaround for the problem. The solution is that you must launch Oculus Home before starting SteamVR. When Oculus Home is running, the Rift is already in use, and SteamVR will skip to the Vive HMD when it launches. Curiously, that seems to have solved the problem permanently. We are now able to launch SteamVR first, and it detects the Vive, rather than the Rift.
    Once we got passed the HMD initialization problem, everything else just worked. The games both played on their respective HMDs, and the audio for each worked flawlessly.
    Frames Per Second - Minimum, Maximum

    Average Frames Per Second Over Run

    Now that we have this working, we’ll have to go back and do some proper performance analysis to see if this is actually feasible. My gut tells me this won’t work well with most game combinations, but Lucky’s Tale and Vanishing Realms seem to have been working well together. The caveat is that I can operate only one game at a time, so whichever game wasn’t being played was simply sitting idle. I’m eager to determine if you can actually have two people gaming on the same system, and what kind of GPU you need to pull that off.

    Update: April 11, 2016, 4:54PM PT: Upon reading some comments we went back and verified that all configurations were tested. We found that the Vive still won't start on the second GPU, but the Rift actually does. You can plug in the Vive through HDMI, as long as it is plugged into GPU1. The error message about the compositor still appears when the Vive is plugged into GPU2.

    Noticia:
    http://www.tomshardware.com/news/rif...-pc,31587.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #200
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus Rift Pre-orders Delayed; Status Update Sent Out

    A lot of pre-orders for the Oculus Rift have been delayed, and Oculus has sent out a status update with new estimated shipping times.

    Those who pre-ordered the device back in January of this year, might now well see their VR set delivered in May or June – a delay of roughly 2 to 3 months.

    Earlier this month, manufacturer Oculus announced that they couldn’t guarantee a delivery by the end of March due to a shortage in components for the device.
    “we’ve been working through an unexpected component shortage, and unfortunately, the issue has impacted the original shipping estimates for some early customers”, the Oculus Team announced via an e-mail.

    At the moment of writing, it’s unknown how much Rift customers will be receiving their pre-order later on, but on the official Oculus forums, a lot of early customers are reporting the ‘bad news’.
    Those who want to cancel their early pre-order due to the delayed delivery, can still do so. On both Twitter and the Oculus subReddit, customers are expressing their frustration with the delayed delivery.
    If you’re interested in a Rift hands-on by our very own Adrian IP, check out this VR experience right here.


    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  6. #201
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Play any game in Oculus Rift VR with MyDream Swift and VorpX

    As much as the early crop of virtual reality games are exciting and innovative, the catalogue is still pretty small. Things will be different in a year or two, but for now, if you want to try out some of your favourite gaming classics in virtual reality, you can do, with specialised software from MyDream and VorpX.
    VorpX is a 3D injection driver that has existed for the past couple of years, offering DK1 and eventually, DK2 owners the chance to try some games in virtual reality. While imperfect, it’s gradually improved over the past few months and with the release of version 1.6.1, it now supports the Oculus Rift CV1 and a lot of compatible games.





    Perhaps its most classic usage has been in getting Skyrim working in VR, but now there is much greater potential. CV1 owners are reporting getting everything from Fallout 4, to the various STALKER games in fully realised 3D, virtual reality. You might need to play with the settings to get the scale and other aspects just right, but once you’ve got it down, the games should look as good, if not better than before.

    It is also looking to nab a bit of the Virtual Desktop market, by offering a theatre mode and desktop gameplay options for gaming on a larger display than you could ever fit in your home.
    Vorpx is available direct from the software maker for £27.





    The alternative to this is MyDream Swift, which offers a similar functionality to Oculus Rift owners. It delivers 360 degree head tracking in first person games, cinema mode for more casual play and a deep interface for customising your experience. Early reviews paint it in a positive light, working with both the Rift CV1 and DK2.
    While documentation is a little thin, it works well it seems. It’s also available on Steam which is a bonus, priced at £23.
    Noticia:
    http://www.kitguru.net/gaming/develo...ift-and-vorpx/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #202
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Updated: Oculus significantly delays many Rift pre-orders


    It seems like the TR staff may have been lucky to get our Oculus Rift when we did. Today is the day that Oculus promised to update order statuses for Rift pre-orders, and it would seem that many woke up to bad news in their inboxes. The r/oculus subreddit is aflame this morning with tales of early pre-orders being bumped one to two months from their original projected ship dates. So far, Oculus hasn't offered a reason for these delays, but it would seem the "unexpected component shortage" that the company originally offered as the cause of slow pre-order fulfillment is more severe than one might have thought.



    Scott Wasson ‎@scottwasson
    Ordered a Rift ~4 hrs after open. Had a May ship date. New ship window today is 6/20-6/30. So right before Rift v2 is announced?






    The news may not be good for backers of Oculus' Kickstarter, either. In another post to Reddit, the company claims that it's set aside a "separate allocation" of the headsets for its Kickstarter backers. Even so, shipping projections for those folks have been switched to "TBD." The company says it's fulfilling Kickstarter rewards at a "regular cadence," and it claims to have fulfilled a "large number" of those rewards already.
    To be fair, Oculus didn't charge pre-order buyers in advance for their Rifts, so it's not like the company is holding money hostage as it sorts out its supply chain. All that's really at issue is buyers' disappointment that Rifts won't be in their hands sooner. Still, this troubled launch is hard to watch for a platform that's still finding its legs. We'll be keeping our ears open for an official statement from Oculus on these issues.
    Update 4/12/2016 12:10 PM: Oculus provided the following statement to Polygon regarding the company's revised shipping dates:
    The component shortage impacted our quantities more than we expected, and we’ve updated the shipment window to reflect these changes. We apologize for the delay.
    We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.
    Noticia:
    http://techreport.com/news/29974/updated-oculus-significantly-delays-many-rift-pre-orders










    Oculus VR apologises over two-month schedule slip

    Oculus VR has apologised for continued production problems that have seen customers having their April shipping schedules delayed by up to two months.


    Oculus VR has again apologised for component shortages which have seen some of its customers have their Oculus VR headset orders bumped back a whopping two months.

    One of two heavily-hyped virtual reality headsets to launch in recent weeks - the other being HTC's Vive - the Oculus Rift CV1 enjoyed considerable interest from pre-order customers. Sadly, despite having shipped two small-volume runs of its Developer Kit hardware and boasting the considerable financial clout of corporate overlord Facebook behind its sails, all is not well with Oculus VR's first commercial launch: buyers are being warned that their orders, originally scheduled to ship in April, are now unlikely to reach them until June.

    Although those who managed to get early enough in the queue - including some members of our own forums, who have shared their experiences in the VR Thread - have received devices, the majority of pre-order customers are being warned of a two-month delay due to ongoing component shortages. Gaming site Polygon has gathered a selection of complaints from customers, along with a statement from Oculus VR apologising for the continuing issues.

    'The component shortage impacted our quantities more than we expected, and we’ve updated the shipment window to reflect these changes. We apologise for the delay,' the company explained in its statement. 'We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.'

    Noticia:
    http://www.bit-tech.net/news/hardwar...chedule-slip/1




    Última edição de Jorge-Vieira : 14-04-16 às 08:24
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #203
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Some of the Oculus Rift exclusives are now running on the HTC Vive


    With the Oculus Rift CV1 now out in the wild (and my unit in my hands) as well as the HTC Vive (where is my Vive, HTC?!) gamers are now discovering some very cool things with VR gaming.


    One of those is LibreVR, which is in an alpha state, and is "a proof-of-concept compatibility layer between the Oculus SDK and OpenVR". This means that any game that is exclusive to the Oculus Rift and is made by the Unity engine or Unreal Engine 4, can work on the Vive. In the words of Neo: "whoa".

    Right now, LibreVR works with Rift exclusive Lucky's Tale (which comes in the box of the Oculus Rift) and Oculus Dreamdeck. The performance isn't perfect yet, but it'll improve as time goes on. We don't have our Vive headset yet, but when we do we'll be testing the hell out of this.

    Noticia:
    http://www.tweaktown.com/news/51614/oculus-rift-exclusives-now-running-htc-vive/index.html


















    Redditor breaks Oculus game exclusivity with quick fix

    One of the least tasteful aspects of the launch of commercial virtual reality headsets, was when Oculus VR announced that it would be restricting some of its games to its store, making them Oculus exclusives. However just two weeks after the initial hardware launch, someone has already developed a patch to circumvent the Oculus Store DRM.
    Operating a little like Origin, UPlay and Battle.net launchers, Oculus’ Store acts as a closed garden for its games and is required to play them. However to play them through the store you need an Oculus Rift, so although the games are technically store exclusives, for now they’re hardware exclusives too. That is at least, unless you apply the patch from Redditor CrossVR.

    The patch itself is available on Github and acts like a “proof of concept compatibility layer between the Odulus SDK and OpenVR.” All you need to do to get it working is download it, install a compatible experience (only Lucky’s Tale and Oculus Dreamdeck are officially confirmed as working just yet), extract the patch in that folder and start it from the .exe with VR running.
    Reports so far suggest that the patching system works well on these two particular games/experiences. Better yet, others have managed to use these patches to get other games like Chronos working on the Vive too.
    They even work with the Chaperone system.
    The best part of this whole thing though, is that people still need to buy the games from the Oculus Store to make it work. That means that there isn’t a piratical excuse for Oculus to clamp down on it. It may just encourage it to speed up its partnering with HTC/Valve to get the Vive officially working on its store.


    Noticia:
    http://www.kitguru.net/gaming/jon-ma...ith-quick-fix/







    Oculus responds to Rift’s major shipment delays


    Following on from yesterday’s reports that Oculus has had to push back Rift shipment dates by a significant margin this week, the company has decided to offer a formal statement on the matter. As we know, the Rift has been facing supply chain issues, causing pre-orders to go out late and some having their orders pushed back by months. However, Oculus has plans to increase its manufacturing efforts to try and get things back on track.
    In a statement sent to us by Oculus last night, the company said: “The component shortage impacted our quantities more than we expected, and we’ve updated the shipment window to reflect these changes. We apologize for the delay.”

    “We’re delivering Rifts to customers every day, and we’re focused on getting Rifts out the door as fast as we can. We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week. We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.”
    So there you have it, Oculus is hoping to contain delays to less than four weeks, will be shipping in higher volumes in an attempt to catch up with orders and remains optimistic that further issues won’t slow down the process.


    Noticia:
    http://www.kitguru.net/components/vr...ipment-delays/
    Última edição de Jorge-Vieira : 14-04-16 às 08:35
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #204
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Microsoft denies the Oculus rift delays are its fault




    Xbox One control pad not to blame
    Software giant Microsoft has moved to deny a daft internet rumour that it was responsible for the ongoing Oculus Rift supply issues.

    Oculus Rift customers were kept in the dark about the delays following the 28 March release date. Oculus confirmed that a component shortage was to blame for the long delays in supplying its VR headset to those who had pre-ordered. Then a rumour started that the mysterious "missing component" was actually the Xbox One control pad.
    The rumour got a fair bit of traffic among the IT press which did not check the facts and liked making Microsoft the villian for all its woes. A moment engaging brain would have knocked the rumour stone dead. The source of the rumour came from a Reddit post from a bloke who claimed to have an inside source who told him. In journalism this is called a "man you met down the pub" source. You get around it by naming the source or using the information to stand the story up.
    Someone finally did the right thing and asked Redmond, they were promptly told that the rumour was totally false and if anyone had any question about Rift delays they should ask Oculus VR.
    This morning Reddit marked the post as a "confirmed fake." An Oculus customer support worker, whose identity was verified, also dismissed the claim.
    "Totally fake, but super-entertaining," he said. "Thanks for this! Keep the fanfic coming!"
    Clearly who ever fabricated the leak did not know what a supply issue really is. It is when there is not enough bits ordered to make up the final machine. Sometimes it is caused by a batch of faulty compontents, but normally it is because someone did not order enough.
    Oculus has assured customers that it is working to overcome its supply issues. "We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week," reads its statement.
    "We've also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we've provided."
    Noticia:
    http://www.fudzilla.com/news/wearables/40454-microsoft-denies-the-oculus-rift-delays-are-its-fault













    Updated Oculus Rift Shipping Delayed Two Months, HTC Vive Head Promises Fulfillment Of April Pre-Orders

    The shipping troubles continue for Oculus and HTC as both companies seem to struggle with getting their VR HMDs to customers. Delayed shipping dates, or even the lack of a shipping confirmation for some of the earliest orders, are angering what should have been the first customers to receive the Rift or Vive.
    A Two-Month Delay

    Nearly two weeks ago, Oculus announced that customers would get new shipping estimates for their Rift orders due to “an unexpected component shortage,” and the updated information would arrive as early as April 12. However, the new shipping date was pushed back further than expected.
    When I pre-ordered the Rift, the initial shipping date was set for May. With the component shortage issue, the updated shipping estimate meant that I would get my Rift anywhere between July 1-14, two full months later than expected.
    Oculus tweeted that it was “addressing the component shortage and shipping Rifts as fast as we can,” and company founder Palmer Luckey backed up the statement in a response to another user on Twitter.

    Where’s My Vive?

    As for the HTC Vive, the main problem is with HTC’s “first in, first out” Vive order policy. Some customers, including some of our readers, placed orders in the first few minutes after the pre-order sales started. However, they have yet to receive any shipping details. Meanwhile, other customers, who placed orders later, were already getting their Vive shipments in the mail.
    If you look at the Twitter account of HTC Vive head Daniel O’Brien, you’ll see his numerous interactions with other Vive customers with the same issue.
    “Try to remember we are fulfilling in order by region,” he tweeted. “Adjustments made to ensure order [numbers are] checked and verified.”
    Even with that assurance, there wasn’t a clear explanation as to why early customers were still waiting on their Vive orders. However, O’Brien did make a promise that all April pre-orders will arrive in that same month. He even went so far as to say that this week would be a “good week globally for our Vive customers.” One user replied that the fulfillment for all April pre-orders seemed impossible, to which O’Brien tweeted back, “Challenge accepted.”
    Waiting

    At this point, it’s simply a matter of waiting. We won’t know for quite some time if HTC does deliver (no pun intended) on its promise to ship all of its April pre-orders by the end of the month. Even if it does, most customers will still be angry that their early pre-orders didn’t mean anything, especially with the company’s “first in, first out” shipping policy.
    Even then, at least Vive customers don’t have to deal with any component shortages. Those who pre-ordered a Rift will have to wait an additional two months to get their Rift HMD. Either way, these developments are the latest indication that the launch of the two biggest VR companies aren’t going according to plan.
    Noticia:
    http://www.tomshardware.com/news/rif...ers,31601.html

    Última edição de Jorge-Vieira : 14-04-16 às 15:53
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #205
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Facebook and Oculus show how to take a virtual selfie in 'social VR' demo





    In the two years since Facebook acquired Oculus for $2 billion, it’s been difficult to predict how Mark Zuckerberg’s plan for integrating virtual reality into the social network would actually work. But at the F8 developer conference yesterday, CTO Mike Schroepfer showed how the Rift will allow Facebook users to interact with each other in virtual space.
    In the demo, Schroepfer donned an Oculus Rift headset, which he used to communicate with Michael Booth - part of Facebook’s Social VR team - who was based some 30 miles away at the company’s headquarters, in Menlo Park.
    With both men wearing Rifts and using the controllers, they were represented in the virtual landscape as floating heads and hands. These avatars could be customized using virtual pens to add beards and other features.
    After drawing and manipulating some objects in virtual reality, Booth “picked up” a 360 photo that was represented as a handheld sphere and threw it at Schroepfer, teleporting them both into the image. Once inside, the pair were able to look around with the same kind of immersion provided by all 360-degree VR photos, and were still able to interact with virtual objects.




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    Mike Schroepfer
    há 22 horas




    I'm live on stage at F8 today, taking selfies ... in VR! It's almost as good as being there.







    The biggest talking point came when they picked up a virtual selfie stick and took a virtual selfie, which was then posted to a news feed using what looked like some kind of teleportation box.
    These virtual environments aren’t limited to one or two users at a time; Oculus says it’s been able to get five people inside them at once.
    The technology in the demo is something the company is still working on, and it will likely be quite a while before it’s implemented (and enough people own VR headsets to make it worthwhile), but it does give us an idea of Facebook's virtual reality future.
    "Imagine a social experience in VR that's indistinguishable from real life," said Yaser Sheikh, a researcher for Oculus. "Where the tech disappears and you're just interacting with another person."




    Noticia:
    http://www.techspot.com/news/64445-f...fie-ocial.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #206
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus 'don't condone' software hacks, promises changes

    Of course it wouldn't take long for Oculus to stomp down on the software hacks that allow Rift exclusives to work on the HTC Vive, with the company warning users that it's not happy with the move, and future updates will stop this from happening.



    Oculus spoke with GamesIndustry.biz, where they said: "This is a hack, and we don't condone it. Users should expect that hacked games won't work indefinitely, as regular software updates to games, apps, and our platform are likely to break hacked software".

    Previously, Reddit user 'CrossVR' posted up some software that allowed Lucky's Tale (an Oculus Rift exclusive) as well as the Rift exclusive Oculus Dreamdeck, to both work on the HTC Vive. CrossVR explained: "It may work with plenty of other games, but that hasn't been tested by myself. It's still early days for this project, since it's only been in development for a few weeks. In the future more games will be supported, but I'm glad to see such swift progress already".




    Noticia:
    http://www.tweaktown.com/news/51636/...ges/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #207
    Moderador Avatar de Winjer
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    ZeniMax wins $500 million from Oculus in IP lawsuit

    The jury awarded ZeniMax $200 million for its finding that Oculus co-founder Palmer Luckey violated a non-disclosure agreement he'd signed with the publisher. It awarded another $50 million for copyright infringement. Luckey will owe a further $50 million, and co-founder Brendan Iribe, another $150 million for false designation of origin. The jury was not convinced that now-Oculus CTO John Carmack misappropriated trade secrets when he left ZeniMax to join Oculus.
    Ganhar 500 milhões de uma só vez é bem bom, ainda por cima com uma tech que parece ser apenas mais uma moda passageira.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  13. #208
    Moderador Avatar de Winjer
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    Jonh Carmack no podcast do Joe Rogan.


 

 
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